usless text vs text with substance

Oddball

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So I was looking through my game, seening which cutscenes (or at the very least, lines of text) I could cut from my game without gutting the story. After I was done, it got me thinking, where is the line for you when it comes to defining what's important or not? sure there's obvious ones like whether or not it adds to the story, whether or not it leads a player in the right direction, or whether or not it reveals something about the charecter

but there's also so much more to consider. Like having a charecter speak for two text boxes about why she's reluctant to leave somewhere she's wnated to leave for years, as opposed to going on and on about it for minuets

What are your thoughts RPG maker community?
 

Ms Littlefish

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Things I usually cut down on are redundant statements. As in, a character has already said something so we don't need everyone chiming in with essentially the same line. I also cut out lines that don't advance a particular conversation. So, I kind of cut out a lot of the middle parts that keep it stuck in the middle and from getting closer to the end. That's a little more difficult for me to define. 

When I write my text boxes; however, I rarely fill up the whole box even if everything I need to say fits. Sometimes just because it will fit doesn't mean it should. I find it disrupts the flow of the words if I just cram it in there all the way to the top. I also find it disorienting to read.
 

whitesphere

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Generally, I find in any given conversation one character drives the dialogue.  Sometimes this is the main character, sometimes it's someone else.  So I try not to have other characters chime in just because they can.  Unless it's a very significant event where they all must signal they're explicitly in favor of it (such as releasing information that could destroy their society but save most of the people).

I agree that we can do a lot with the "less is more" text.  Think about how we talk --- does one of us ramble on for minutes about a topic?  Sometimes but it's pretty rare.  Most of the time we say something brief, then the other person says something in response.

Basically if text doesn't advance the story or character development, I try not to add it.  And even when I add some of those, I try to keep the text length short.
 

Sharm

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Well, the rule of thumb I've often heard is that every scene has to be doing at least two things at once. So giving information and providing character development, or being amusing and moving the plot forward, things like that. If it's only doing one thing it either needs to be strengthened by adding more purpose or cut.
 

Mihel

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Like having a charecter speak for two text boxes about why she's reluctant to leave somewhere she's wnated to leave for years, as opposed to going on and on about it for minuets
I think that after 3-4 text boxes, something other than text needs to happen on the screen, otherwise the cutscene feels too static. Characters changing pose, moving around, turning away/forward the interlocutor, a balloon once in a while, a sound/light effect interrupting dialogue etc...

Every scene has it's own rhythm, some are slow and heavy, others are quick and light-hearted, but in general none should be monotonous uninterrupted walls of text.
 

Tsukihime

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Someone going on and on about her backstory may suggest that it's important.


Or she's just obsessed.


Depending on her character that may be suitable.
 

Oddball

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Someone going on and on about her backstory may suggest that it's important.

Or she's just obsessed.

Depending on her character that may be suitable.
I agree with you, someone that is vain probably would go on and on about themselves. Wereas a prudent (modest) person would only say what was absolutly nessicary to say about themselves. Its an interesting point that personality traits affect what a person says so much.  

@whitesphere: I disagree somewhat. In a conversation with a group of people, everyone gets a turn to speak. Then people share simalar experinces, or make witty comments, or banter with the speaker. It's not "oh, It's my turn to chime in!" but it's not everybody talks at once either. sometimes you can have sevral members of the group leading the conversation in a similar direction, all behind the wheel of the conversation (yet it not going crazy everywhere) 

I see your point though, when a person in the conversation speaks, it has to be something important. not some usless information or repeating what was just said or said before

@Everyone: I guess a better question is; what games have you seen that do these things that irk us about text?
 
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